Posts by Shedar

Builderb0y
, I guess it's MCPC+ with plugin for multiple dimensions. It's known bug. I use IC2 API for syncing data to client and IC2 API implementation had this problem. As far as I remember it was fixed in either MCPC+ or IC2, but I don't remember exact versions.

I downloaded the experimental.zip and for some reason the average counter and the Energy counter don't work. Electricity flows right through both blocks regardless of their position. I was unsure if it was just a problem that I was having or a problem with the blocks themselves.

I use the same API as EU-reader. If EU-reader will be fixed in future ic2 experimental builds, then counters should start to count again.

I am using the Direwolf modpack and would like to have nuclear control in the pack. I added the 1.6.2b to the pack but the game crashes and will not load when Nuclear Control is enabled. I have attached a crash report. Perhaps I am doing something wrong that you guys will notice right off.

Can anyone explain how the range trigger should work? Just wanted to switch a reactor on/off on distance with it...

Short version: it's not a replacement to wireless redstone =)

Range Trigger allows to emit redstone signal in a specific range of stored EU. Main goal - dump extra energy to massfab or other low priority consumer without RS flickering.Sample configuration: top 30 mil, bottom 20 mil, with MFSU card Behaviour: it will start emmitting of redstone signal if MFSU has more then 30mil eu and stop when mfsu has less then 20 mil eu. You can also invert signal in GUI.

Should work with ic2 experimental build #295+ as well as with earlier experimental builds (if you want MOX time tracking)Please let me know if this build works properly. If all okay then I'll add it to the first post.

15:03:19 [WARNING] EnergyNet.addTileEntity: shedar.mods.ic2.nuclearcontrol.tileentities.TileEntityRemoteThermo@2eece5d0 (shedar.mods.ic2.nuclearcontrol.tileentities.TileEntityRemoteThermo@2eece5d0) is conflicting with shedar.mods.ic2.nuclearcontrol.tileentities.TileEntityRemoteThermo@36c01888 using the same position (already added, prev. te not removed, overlapping), aborting

1. As you can see in the first post, "version 1.6.2c is a test build for experimental branch of ic2. You should use 1.6.2b for 1.118.401", so you should use 1.6.2c instead of 1.6.2.b with experimental branch of IC22. I don't see any reference to Nuclear Control related stuff

I am having a hard time installing this mod. I assume I put it in the right place? tekkitmain/mods, as I am running the normal Tekkit. I am running the Industrial Craft "2_1.116.364" version, and 1.5.2 version of Minecraft. I would really like to have this mod working. Please help.

Designs from URL (talonius app) and GregTech data orbs are needed for this block to work (or manually programmed ones). It will run a quick simulation and test if the reactor is safe (using actual IC² code, to be sure it is safe).After running the tests, it will try to copy the design using items of an adjacent inventory (This also applies to other reactors - that would allow us to make transfers between reactors)While the reactor is running, it will refuel fuel cells and condensators, take out depleted cells and near melted components (95% heat).If any of the components is missing (aka no more fuel cells or components to match the design) it will stop the reactor.

Hello shedar,i tried it before(successfully!) and i will try it again, any news on my most favorite ic2 addon? I think you mentioned some possible "future features" and i would love to see more ic2-energy related toys. Anyway big thanks for letting this beautiful addon live another MC release. :Nuke TNT: peace :Nuke TNT:

Getting an ingame update notice for Nuclear Control to update to version 1.6.2 while the server is still running 1.5.2 is a bit annoying. Most mods with such a notice come with a config option to disable ingame messages and just print them to the console. Would it be possible for you to include such a feature? (Maybe even for the old 1.5.2 builds?)

All Energy which your Block emits gets drawn by one step in the drawEnergy Function of the Enet Interface. So you can just use that to determine the Amount. The new Reactor API conflicts with the old Enet API due to an Interface being named the same, but as long as you dont have a own Version of Nuclear Reactor it shouldnt be a Problem.

You should at least try to adjust to the experimental Builds. The Interfaces are somewhat stable.

Counters are implemented as IEnergyConductor. So they don't explicitly emit energy.Recator API has getOutput renamed to getReactorEnergyOutput. I don't want juggle with method detection, so I'll have separate builds for old and new API.If you want a version without log spam, take it for old ic2 api or for experimental ic2 api

If you just need the Enet API, then the Interfaces should be stable (it is possible to implement both Versions of the Enet Interfaces within a single Block). I didn't see any changes in the Network API, just additions. I would recommend you to get rid of any usage of Refined Iron, that Material is going to be replaces by regular Iron and Iron Plates.

I use Enet, Network and Reactor API.Tried the new API, but seems I should wait a bit.IEnergyNet.getTotalEnergyEmitted doesn't give me proper values (EU-reader is broken as well).